/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

#ifndef __SHOCKWAVESTRATEGY_H__
#define __SHOCKWAVESTRATEGY_H__

/* interface header */
#include "ShotStrategy.h"

/* common interface headers */
#include "SceneDatabase.h"
#include "SphereSceneNode.h"

/* local interface headers */
#include "BaseLocalPlayer.h"
#include "ShotPath.h"


class ShockWaveStrategy : public ShotStrategy
{
public:
    ShockWaveStrategy(const FiringInfo& info);
    ~ShockWaveStrategy();

    void        update(float dt);
    float       checkHit(const BaseLocalPlayer*, float[3]) const;
    bool        isStoppedByHit() const;
    void        addShot(SceneDatabase*, bool colorblind);
    void        radarRender() const;

private:
    float       radius;
    float       radius2;
    TeamColor       team;
    SphereSceneNode* shockNode;
};


#endif /* __SHOCKWAVESTRATEGY_H__ */

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